Information Design Journal 21(2), 129–145 © 2014 John Benjamins Publishing Company D O I : 10.175/idj.21.2.05wes Hans Westerbeek, Marije van Amelsvoort, Alfons Maes & Marc Swerts Effects of cognitive design principles on user’s performance and preference A large scale evaluation of a soccer stats display Keywords: efficiency, information design, natural mapping, preference, visual variables We present an analytic and a large scale experimental comparison of two informationally equivalent information displays of soccer statistics. Both displays were presented by the BBC during the 2010 FIFA World Cup. The displays mainly differ in terms of the number and types of cognitively natural mappings between visual variables and meaning. Theoretically, such natural formmeaning mappings help users to interpret the information quickly and easily. However, our analysis indicates that the design which contains most of these mappings is inevitably inconsistent in how forms and meanings are mapped to each other. The experiment shows that this inconsistency was detrimental for how fast people can find information in the display and for which display people prefer to use. Our findings shed new light on the well-established cognitive design principle of natural mapping: while in theory, information designs may benefit from natural mapping, in practice its applicability may be limited. Information designs that contain a high number of form-meaning mappings, for example, for aesthetic reasons, risk being inconsistent and too complex for users, leading them to find information less quickly and less easily. 1. Introduction Soccer is one of the most popular sports worldwide. Print and online media present reports to communicate what happened during important games. Often, these reports contain displays that visualize quantitative information about the games, such as possession of the ball, free kicks taken, and goals scored. Such displays come in visually attractive formats, designed not only to be clear and efficient, but also to be engaging and fun to consult. In this paper, we analyze and experimentally evaluate two examples of such displays, focusing on how efficiency and use are affected by their design. During and after the 2010 FIFA World Cup, the BBC presented two different displays of soccer stats (British Broadcasting Corporation 2010). There was an innovative field-based display (reproduced in Figure 1), and a more conventional and simple list-based one (Figure 2). Both displays show the same statistics (i.e., they are informationally equivalent (Larkin & Simon 1987), but do so in different ways. The field display is more “realistic” as it shows some analogies to the real world: it looks like a football field, and there is a clock in the middle of the field. A more general difference between the displays is that the field display uses more design features to convey meaning. Information elements (e.g., the number 129 H. Westerbeek, M. van Amelsvoort, A. Maes & M. Swerts • Effects of cognitive design principles Figure 1. Top: the field display, as used in our analysis and experiment. Bottom: the “more stats” panel. 130 idj 21(2), 2014, 129–145 Figure 2. The list display, as used in our analysis and experiment. H. Westerbeek, M. van Amelsvoort, A. Maes & M. Swerts • Effects of cognitive design principles of corners) are defined by using different colors, different sizes, and different forms, and the positioning of these elements also plays a role in their interpretation. These differences raise the question: which of these visualizations is better? Do the added design features and analogies in the field display help users to find information more quickly, or do they lead to a “design overload” that may be more pleasurable, but harder to interpret? The goal of asking these questions, however, is not to propose a more efficient, more pleasurable, and easier-to-interpret redesign of the stats display. Instead, the relevance of our question goes beyond these two displays and soccer (stats). It touches upon a more fundamental question in data visualization and human cognition, namely, how complex real-world data should be visualized, tailored to the workings of human perception (Larkin & Simon 1987; Hegarty 2011; Tversky 2011a; Zhang & Norman 1994). Our research focuses on the theoretical assumption that natural mapping in an information display is beneficial for its users. According to this assumption, an information display that is designed in such a way that elements in the display express a meaning that is cognitively natural is more efficient to use than a display that is not designed in that way. Cognitively natural design is design that exploits the workings of human perception (Tversky, Kugelmass & Winter 1991; Hegarty 2011). For example, by making a visual element larger, it naturally expresses something that is “greater than” or “more” than an element that is smaller. As shown in the lower panel of Figure 1, for instance, the cross that displays 10 fouls of one team is smaller than the cross displaying the 12 fouls of the other team. Another example of cognitively natural design in Figure 1 is that elements of one team are shown in another color than elements of the other team. By giving things different colors, the design naturally conveys that these things belong to different categories. idj 21(2), 2014, 129–145 This idea of natural mapping is proposed in the literature in several ways, ranging from practical design advice to the cognitive underpinnings of the visual system. Designers are advised to map the visual appearance of elements in a display to meaning in a way that is “compatible” with visual perception (Kosslyn 2006) or that “capitalizes on the human facility for processing visual information” (Agrawala, Li & Berthouzoz 2011; Vande Moere & Purchase 2011). Cognitive scientists argue that natural design-meaning mappings are those that have their origins in the body and the world (Tversky et al. 1991; Tversky 2011b). For example, a large quantity of something in the everyday world takes up more space, so a visualization of a large quantity should be sized accordingly. This approach is closely related to Conceptual Metaphor Theory (Lakoff & Johnson 1980): natural design-meaning mappings are grounded in everyday perception and action. The naturalness of some mappings has also gained support in experiments in which people produce visualizations, which show that people converge on mappings of time, places, and people (Kessell & Tversky 2008, 2011) and of quantities or qualities (Tversky et al. 1991). This makes it conceivable that information can be displayed in ways that are more natural than others. As such, an information display that makes extensive use of natural mapping is easier to understand and preferred by users over displays that make little use of such techniques. However, it remains unclear whether adding more of such mappings to a display makes it better. The beneficial effects of using such natural mappings in information designs have been investigated using relatively simple designs in experiments, such as single charts (Zacks & Tversky 1999; Shah & Friedman 2011). How the design principle of natural mapping scales up to more complex designs remains largely unexplored, however (see Hegarty 2011). In order to explore natural mapping in a more complex, real-life display, we analyze 131 H. Westerbeek, M. van Amelsvoort, A. Maes & M. Swerts • Effects of cognitive design principles and compare the BBC’s soccer stats displays. These displays, shown in Figures 1 and 2, differ in terms of the amount of natural mappings they employ to convey meaning. In our analysis, we will show that the field display contains a considerable number of different design features (i.e., differences in color, size, form, and space), which are mapped onto different meanings (i.e., different teams, different quantities). Each information element obtains meaning from a number of these features, for which we use the term visual variables (Bertin 1981; Carpendale 2003). The alternative, list-based display represents the same information in a design that uses a smaller amount of such designmeaning mappings. A comparison of the displays is a benchmark test of the general applicability of natural mapping as a design principle and an exploration into what happens when the number of mappings in a display is relatively high. On the one hand, increasing the number of visual variables in an information display may be “the more, the better”: when more design-meaning mappings are used to convey meaning to information elements, the design provides users with more handles to understand the meaning of the elements. This leads to a more efficient display in which information can be found more easily (more quickly) and that is enjoyable to use. On the other hand, increasing the number of visual variables can lead to “overload.” We use the term overload because interpreting the meaning of one information element (e.g., the number of corners of a team) can depend on considering as many as four visual variables (color, size, form, and space). This may impede finding information and could also discount appreciation for the visualization. Furthermore, potentially, when a design encompasses more design choices, the risk of applying these choices inconsistently may increase. To explore the effects of using many visual variables in a richly designed information display on both 132 idj 21(2), 2014, 129–145 efficiency and user preferences, we compare the two displays qualitatively and quantitatively. The qualitative analysis describes the field display in terms of how design choices convey meaning and compares this to the list display. This analysis is aimed at providing a detailed description of the two displays under discussion and exploring possible advantages or problems of the designs. In the quantitative comparison, we address the question whether our findings from the qualitative analysis have repercussions for actual efficiency of the displays and for user preferences. Therefore, we conduct a large-scale user evaluation experiment in which we measure how quickly people can find information and which display they prefer given a number of usage scenarios. 2. Analysis of the displays This qualitative analysis is structured in terms of Bertin’s (1981) description of visual variables (see Carpendale 2003 for a comprehensive overview). Bertin describes how visual features of information elements can vary in a display and how this variation can convey meaning. Elements can, for example, vary in terms of color, size, location, and form—where the latter, form, is the appearance of an element and encompasses what an element looks like (i.e., its shape and texture). For example, in the field display, fouls are represented as crosses, and goals are visualized as little balls. As such, form also includes any visual analogies (i.e., iconicity) in the element. If elements differ on a visual variable, this difference expresses meaning by defining what the elements visualize (Bertin 1981; Tversky 2001, 2011a). In the case of the soccer display, for instance, elements with different colors belong to different soccer teams. So color expresses meaning by defining different groups in the data. But visual variables can express meaning on different levels of precision (nominal, ordinal, interval, ratio; see Tversky et al. 1991; Tversky 2001). A difference H. Westerbeek, M. van Amelsvoort, A. Maes & M. Swerts • Effects of cognitive design principles in appearance between elements creates groups, which is information on the nominal level. Meaning can also be expressed on an ordinal level: the location of elements in the space of the visualization can bring order to them, such that elements can precede or follow each other. And when the distance between these elements is meaningful, interval level information becomes available (much alike Bertin’s associative and order characteristics of visual variables; Carpendale 2003). Changes in visual variables can also express information on the ratio level by displaying proportions, for example, in a segmented bar chart, where the sizes of segments represent proportions (MacDonald-Ross 1977). The four levels of precision (nominal, ordinal, interval, ratio) are ordered inclusively (Tversky 2001): information that is defined on one level of precision (e.g., interval) implies definition on the previous levels as well (e.g., nominal and ordinal). The analyses below describe how different visual variables (color, size, form, and space) are used to convey meanings on different levels of precision (nominal, ordinal, and interval) in the two soccer stats displays under discussion. Tables 1 and 2 summarize these design-meaning mappings for both displays. 2.1 The field display The display presented in Figure 1 is reminiscent of an actual soccer field, with information elements distributed on this field. On the center line is a clock displaying events that occurred during the ninety minutes of the game (goals, bookings, substitutions). Additional information elements are available when a user clicks on the “more stats” button in the bottom of the display. This action reveals a panel that shows attendance, fouls, free kicks, and offsides (Figure 1, lower panel). Table 1 summarizes how each visual variable adds meaning to the individual information elements in the field display. idj 21(2), 2014, 129–145 Below, we discuss the role of each of the four visual variables in the display. All information elements in the field display have a color that corresponds to a soccer team. So color adds information on the nominal level: it assigns elements to each of the teams. This usage of color is consistent throughout the display because it applies to every element. Independent of this grouping of elements by team, the color of red and yellow cards on the clock is analogous to real soccer. Note that these cards are grouped by team through colored lines that connect them to the clock. The size of elements in the field display represents quantity. The rectangles that show shots on/off goal are larger as the number of shots increases and thus show interval information. In doing that, they also imply ordinal information since it allows users to see which team shot the most. The same holds for corners, free kicks, and fouls (Figure 2). The use of size in the display is, however, somewhat inconsistent since it is not available for all elements (it does not apply to those placed on the clock). And size is used to display ratio information too, namely in the segmented bar chart (see MacDonald-Ross 1977) in the center of the display that shows possession of the ball. Each type of element in the display has its own distinct form, including the graphs in the “more stats” panel (Figure 1, lower panel). So form provides meaning on the nominal level. What is inconsistent about the use of form in the display, however, is the relationship between an element’s form and its meaning. This relationship ranges from analogies with real soccer (balls represent goals, little cards represent yellow and red cards awarded in the game) to something that is more symbolic (e.g., crosses for fouls, quarter circles for corners) and to shapes that bear no visual similarity to what they represent at all (e.g., circles for free kicks, rectangles for shots on goal). 133 H. Westerbeek, M. van Amelsvoort, A. Maes & M. Swerts • Effects of cognitive design principles idj 21(2), 2014, 129–145 Table 1. Analysis of the field display Visual variables Element Color Size Form Space/location Shots on/off goal Nominal - color of the element groups it by team Ordinal - size of the element increases by quantity Nominal - shots on/off goal have got a unique square shape Nominal - left-right grouping by team (relational), and Nominal - location is related to real soccer event (iconic) Corners Nominal - color of the element groups it by team Ordinal - size of the element increases by quantity Nominal - corners have got a unique circular angle shape Nominal - left-right grouping by team (relational), and Nominal - location is related to real soccer event (iconic) Goals Nominal - color of the line groups it by team Nominal - goals have got a unique icon (ball) Ordinal - location on the time circle stands for point in time (relational) Bookings (yellow and red cards) Nominal - color of the line groups it by team, and Nominal - color of the card icon corresponds to type of booking Nominal - bookings have got a unique icon (card) Ordinal - location on the time circle stands for point in time (relational) Substitutions Nominal - color of the line groups it by team Nominal - subs have got a unique symbol (double arrow) Ordinal - location on the time circle stands for point in time (relational) Possession of the ball Nominal - color of the bar segment corresponds to team Ratio - size of the bar segment corresponds to percentage Free kicks Nominal - color of the element groups it by team Ordinal - size of the chart element increases by quantity Nominal - free kicks have got a unique shape (circle) Nominal - left-right corresponds with team (relational) Fouls Nominal - color of the element groups it by team Ordinal - size of the chart element increases by quantity Nominal - fouls have got a unique shape (X) Nominal - left-right corresponds with team (relational) Offside Nominal - color of the element groups it by team Ordinal - height of the bar increases by quantity Nominal - offsides is the only bar chart Nominal - left-right corresponds with team (relational) 134 Nominal - left-right distribution of percentages (relational) H. Westerbeek, M. van Amelsvoort, A. Maes & M. Swerts • Effects of cognitive design principles Each element has a location in the field display, and this location bears meaning. The field display is a hybrid display (Hegarty 2011: 449) because it uses space in two ways. The elements displaying shots on/off goal and corners are located iconically: their location is analogous to locations on an actual football field, and space in the display is thus used to represent space in the real world. Location is, however, also used relationally: it groups and orders all elements in the display. This hybrid usage of space means that the meaning of the visual variable space is ambiguous within the display. Looking at the relational use of location only, more inconsistencies become apparent. Elements are grouped by team: Elements on the left of the field belong to one team, and elements on the right belong to the other. This left-right organization relative to the field is applied to shots and corners. However, for fouls, free kicks, and offsides, the left-right organization of elements is not exerted relative to the field, but per pair of elements. The left element of each pair corresponds to one team, the right to the other. The location of these element pairs relative to the field does not bear meaning. Another relational use of space is found in how the clock in the center of the display visualizes time. It is important to note that mapping time on space is arguably very natural. For example, people make this mapping spontaneously when producing visualizations (Tversky et al. 1991). And when talking about time, people often use spatial metaphors (Clark 1973; Lakoff & Johnson 1980), for example, when we say that “something lies behind us” or when something is “far away into the future.” It has even been argued that mental representations of time are essentially partly built out of representations of space (Casasanto & Boriditsky 2008). While mapping time on space is very natural, it introduces additional inconsistencies in the meaning of location in the field display. Besides the left-right nominal grouping of elements, the clock in the center idj 21(2), 2014, 129–145 of the display uses space to define ordinal and interval aspects of elements. The location of event elements on the clock (goals, bookings, and substitutions) expresses the order in which events took place. The distance between events on the clock is also meaningful since it expresses temporal intervals between these elements. Taken together, space is used to define all elements in the display, but it is used in an ambiguous way. It can be iconic (space means space) or relational (space groups and orders), and this is different for different elements. Furthermore, the grouping sometimes works on the display as a whole and sometimes per pair of elements. Finally, space is used to express both nominal and interval information. Analogies with the real world also play an inconsistent role when it comes to space in the display. Some elements derive meaning from their location on the football field, and the way in which events are placed on a circle is analogous to how clocks work. And then there is inconsistency in these analogies as well. The location of elements on the field ignores the fact that, in reality, soccer teams shoot on the other side of the field, and that teams switch sides halfway through a game. And unlike real clocks, a full circle in the display does not make up sixty but ninety minutes. 2.2 The list display The list display appears to be more abstract than the field display since there are no salient visual analogies like football fields and clocks in it. Although this display is more text-reliant than the field display, and therefore significantly fewer visual variables are used to express meaning, still some forms of graphic organization play a role in the list display. The table-like structure of the list display organizes information elements along two axes: the vertical (y) axis and the horizontal (x) axis. The segmented bar charts on the bottom end of the display also fit in this x/y structure. 135 H. Westerbeek, M. van Amelsvoort, A. Maes & M. Swerts • Effects of cognitive design principles All organization along the x axis is nominal since information of one team is on the left and information of the other team is on the right. This left-right grouping by space is consistent throughout the whole display. Space is only used in this relational way and does not represent any other type of information (like it displays time intervals in the field display). Comparable to the field display, elements are consistently grouped by team by using different colors for each team. Finally, size is consistently used to display ratio-level information since all segmented bar charts in the list display work along the same principles. Table 2 summarizes the designmeaning mappings in the list display. There is only one analogy to actual soccer in the display, and that is in the display of bookings. These are visualized with little red and yellow cards next to player names in the list display, similar to what is the case in the field display. 2.3 Conclusions qualitative analysis From the analyses of the two displays, a generalizable observation emerges. When visual variables are “stacked” (i.e., a high number of visual variables is used to define information elements), problems with consistency of design-meaning mappings may become hard to avoid. Furthermore, analogies in a display can lead to problems as well. They can mislead because they may suggest that they are important in defining elements in a display (while they are not). It may be difficult to apply analogies to all elements in hybrid displays as well, so analogies are easily inconsistent in a display (i.e., some elements derive meaning from visually salient analogies while other elements do not). We have established that the field display contains more visual variables that convey meaning than the list display, providing more handles to find information. But it may also confuse users due to inconsistencies in 136 idj 21(2), 2014, 129–145 mappings and the applicability of analogies. Does this have repercussions for users when they are searching for information? The analyses raise a number of expectations about how easily users can find information in the displays and about preferences that users might have. These expectations are based on the observation that resulted from our qualitative analysis: when many visual variables express design-meaning mappings within a single display, inconsistencies and ambiguities may arise, which may slow down users in finding information. It may also influence preferences that users have for different types of displays. The BBC’s soccer stats displays form an interesting design case that we use to attest these expectations. So for these displays, we expect that finding and combining information is faster when the list display is used, relative to the field display. This is not just because some information in the field display is on the “more stats” panel and clicking that button obviously takes some time, but because of the differences in the information design between the two displays. Previous studies suggest that natural mappings of design variables to meaning in a display helps users to find information efficiently (Tversky 2001, 2011a) and that such natural mappings aid in making inferences (Kessell & Tversky 2011) and in comparing information elements to each other. One might interpret these findings as leading to the expectation that finding and combining information in the field display is faster than in the list display since the former display employs more natural mappings than the latter. However, our observations in the qualitative analysis leads to a contrary expectation. We predict that the list display is faster than the field display because the stacking of visual variables in the field display can lead to inconsistency and ambiguity. In comparing the displays, we take special interest in how easily users can deduce information about temporal aspects of the games. For such information, H. Westerbeek, M. van Amelsvoort, A. Maes & M. Swerts • Effects of cognitive design principles idj 21(2), 2014, 129–145 Table 2. Analysis of the list display Visual variables Element Color Size Form Space/location Shots on/off goal Nominal - color of the element groups it by team Ratio - size of the bar segment corresponds to percentage Nominal - left-right grouping by team (relational) Nominal - color of the element groups it by team Corners Nominal - color of the element groups it by team Ratio - size of the bar segment corresponds to percentage Nominal - left-right grouping by team (relational) Nominal - color of the element groups it by team Goals Bookings (yellow and red cards) Nominal - left-right grouping by team (relational) Nominal - color of the card icon corresponds to type of booking Nominal - left-right grouping by team (relational) Substitutions Nominal - color of the card icon corresponds to type of booking Nominal - left-right grouping by team (relational) Possession of the ball Nominal - color of the element groups it by team Ratio - size of the bar segment corresponds to percentage Nominal - left-right grouping by team (relational) Nominal - color of the element groups it by team Free kicks Nominal - color of the element groups it by team Ratio - size of the bar segment corresponds to percentage Nominal - left-right grouping by team (relational) Nominal - color of the element groups it by team Fouls Nominal - color of the element groups it by team Ratio - size of the bar segment corresponds to percentage Nominal - left-right grouping by team (relational) Nominal - color of the element groups it by team Offside Nominal - color of the element groups it by team Ratio - size of the bar segment corresponds to percentage Nominal - left-right grouping by team (relational) Nominal - color of the element groups it by team 137 H. Westerbeek, M. van Amelsvoort, A. Maes & M. Swerts • Effects of cognitive design principles the field display is expected to have a clear advantage over the list display because the field display visualizes temporal aspects of events that take place during a game in its clock. Our expectations about appreciation of the displays and preferences that the users have for the displays in certain usage contexts are more speculative. Because the field display contains more design features than the list display (i.e., it has more variation in visual variables and it has salient likenesses to a soccer field), this could mean that people appreciate it more and prefer to use it when they want to be entertained. The mapping of temporal aspects of the game on a spatial representation (i.e., the clock) can lead to people preferring the field display when they want to see the time course of the game and figure out how the game developed. The list display, on the other hand, may appear simpler and more conventional and could be preferred for tasks like getting a quick idea of the game and remembering data. We test our expectations in a large-scale user evaluation of the two displays. 3. Quantitative comparison of the displays In the quantitative comparison, we address the question whether the differences between the displays described in the qualitative analysis have repercussions for the efficiency and appeal of the displays when they are actually used. Therefore, we compare how quickly users can find information in the field display, compared to the list dis­play, and whether they prefer one display over the other. 3.1 Method 3.1.1 Participants. 539 Participants (210 females and 329 males, median age 23 years, range 8–74) volunteered to 138 idj 21(2), 2014, 129–145 take part in the study. They were recruited by students in an introductory methodology course. 3.1.2 Materials. The BBC displays for three games played during the actual 2010 World Cup served as the basis for the experimental materials. In the previous sections, we analyzed how the two displays differ in terms of the levels of precision (nominal, ordinal, interval, ratio) on which visual variables (color, size, form, and space) express meaning. In the field display, the high amount of mappings between visual variables and meaning has the consequence that mappings become inconsistent or ambiguous throughout the display. This can be seen in Table 1: the meaning expressed by one visual variable (one column in the table) is not the same for all information elements in the field display. Additionally, analogies with reality sometimes add meaning. This is also inconsistent though: only a few elements get additional meaning by analogies with real football or clocks. While the display’s most salient spatial characteristic is that it looks like a soccer field, this analogy has a very limited scope. The list display, on the other hand, is very consistent in the few design-meaning mappings that it employs. Table 2 shows that the meaning of the different visual variables is consistent throughout the list display: mappings for one visual variable (i.e., one column in Table 2) are nearly identical for all elements. The list display does not use salient analogies to the real world, such as a football field and a clock. A few slight alterations were made to the BBC displays prior to the quantitive experiment. To make sure that participants would not recognize the actual games and base their answers on that knowledge, team names were replaced by generic animal names (e.g., Wolves vs. Bears), and player names were replaced by common surnames. The displays were placed on a dark gray background. To make the views fully informationally H. Westerbeek, M. van Amelsvoort, A. Maes & M. Swerts • Effects of cognitive design principles equivalent, timings of bookings and the number of free kicks were added to the list displays (these were not present on the original BBC displays). A footnote was written below the field display to emphasize that clicking on the display would reveal more stats. Figures 1 and 2 show both displays for one of the games because they were used in the experiment. Fourteen questions about the games were composed. To answer each question, participants were required to find information in the displays. Four questions related to information that was on the “more stats” panel in the field display and, thus, required participants to click a button to find the information. The other ten questions inquired information that was directly available in the two displays. Within this set of ten non-click questions, we defined two subsets. There was one subset of three questions which inquired temporal information, for example, by asking in which half of the game the first goal was scored. The second subset (six questions) required participants to combine multiple information elements by requiring a comparison to be made (e.g., deciding which team shot on goal the most) or inferences to be drawn (e.g., finding which player scored the winning goal). Some questions required information to be combined and inquired temporal aspects of the games at the same time, while other questions did neither of the two. 3.1.3 Procedure. The study was carried out through a webbased interface. The participants completed the experiment individually. They first read a general introduction, telling them that they were going to take part in a study about soccer. Then, the fourteen questions had to be answered for one game using one of the two displays, and then for another game with the other display. The questions were answered one at a time: participants typed an answer, and by pressing enter or clicking “next,” the next question appeared on the screen. The order of idj 21(2), 2014, 129–145 the displays and the games used were counterbalanced throughout the experiment, and the order of the questions was randomized for each participant and display. The questions and the displays were presented in a split-screen view with the soccer stats on the left and the questions on the right. After answering all questions using both displays, appreciation for the displays was measured. The participants chose one of the two displays based on three statements concerning clarity, usability, and, completeness. Then, preferences were inquired: participants chose a display on the basis of seven short usage scenarios (e.g., “which display is better if you want to see how the match developed?”). 3.2 Research design and statistical analysis Search times were calculated by logging the time span between the appearance of a question on the screen and the appearance of the next question. Therefore, the measured search times included reading the questions, searching the display, and typing the answer. This was the same throughout both conditions in the experiment. Search times for the four questions that required participants to click the “more stats” button in the field display were not analyzed because this would only affect search times in the field display, leading to a delay that cannot be (solely) ascribed to the difference in visual properties of the displays. For the other ten questions, 10,780 search times were recorded. We discarded all search times times for incorrect answers (n = 844) and correct responses that took longer than sixty seconds (n = 269). This outlier procedure resulted in discarding 10% of the data. For each participant, we calculated mean search times for the ten non-click questions and the subsets of questions. The search times were analyzed using repeated measures ANOVA’s, with display and type of question as within-participants factors, and search time as the 139 H. Westerbeek, M. van Amelsvoort, A. Maes & M. Swerts • Effects of cognitive design principles dependent measure. The appreciation and preference measures were analyzed with chi-square tests against equal proportions. 3.3 Results 3.3.1 Search times. Analysis of search times, shown in Figure 3, revealed a significant effect of display used, F (1,476) = 95.87, p < .001, η² = .168. Search times for answering questions using the field view (mean 16.5 s) were slower than when the list view was used (mean 14.4 s). We also looked at the mean search time for questions that inquire temporal information since we expected that the field display would have an advantage over the list display because it visualizes time. This analysis of a subset of the questions, however, revealed an opposite effect of display used on search times, F (1,476) = 62.14, p < .001, η² = .115): search times were slower when the field display was used (mean 18.3 s) than when the list display was used (mean 15.0 s). Field display Mean response time (seconds) List display 20 10 0 All questions Time questions Inference questions Combination questions Figure 3. Mean search time (and standard deviation) per display and question type. 140 idj 21(2), 2014, 129–145 Analysis of search times for questions that required inferences or comparisons between elements again revealed a main effect of the display that was used, F (1,506) = 31.19, p < .001, η² = .058). This main effect was qualified by an interaction with the type of question (display × question type, F (1,506) = 35.99, p < .001, η² = .066). When answering a question required an inference to be made, search times were slower when the field display was used (mean 18.4 s) than when the list display was used (mean 15.3 s), F (1,506) = 57.96, p < .001, η² = .103). This difference between the two displays was not present when answering a question required information elements to be compared: the difference between search times when the field display was used (mean 15.6 s) and when the list display was used (mean 15.4 s) was not significant, F < 1. 3.3.2 Appreciation of the displays. Analysis of the twoalternative forced choices concerning appreciation, shown in Figure 4, revealed that the list display was found to be useful by more participants than the list display (χ²(1) = 79.14, p < .001). The same holds for clarity (χ²(1) = 79.14, p < .001) and completeness (χ²(1) = 5.14, p < .025). 3.3.3 Preference for the displays. Analysis of the preferences, shown in Figure 4, revealed that more participants preferred the list display over the field display for three of the seven usage scenarios. The list display was preferred over the field display for “having an overview of the match” (χ²(1) = 73.64, p < .001). The list display was not only faster with regard to the search times, but more participants preferred the list display of the field display for wanting to “view the game quickly” (χ²(1) = 66.28, p < .001). The list display was also preferred by most people for “remembering the information” (χ²(1) = 22.74, p < .001). H. Westerbeek, M. van Amelsvoort, A. Maes & M. Swerts • Effects of cognitive design principles Field display List display Appreciation: which display is the most useful? 31% 69% Appreciation: which display is the most clear? 31% 69% Appreciation: which display is the most complete? 45% 55% Preference: which display do you prefer when you want to… … have an overview of the game? 31% 69% … view the game quickly? 32% 68% … remember the information? 40% 60% … see the development of the game? 66% 34% … watch the information for fun? 70% 31% … explain the game to someone else? 46% 54% … understand the game? 52% 48% Figure 4. Preferences for the displays, expressed as the percentage of users preferring each display. Concerning the other four scenarios, in line with our expectations users showed a preference for the field display when it came to “seeing the development of the game” (χ²(1) = 55.28, p < .001). There was also a preference for the field display for “watching the information idj 21(2), 2014, 129–145 for fun” (χ²(1) = 80.37, p < .001). There was no significant difference between the proportion of participants that preferred the field display and those that preferred the list display when it came to “explaining the game to someone else” (χ²(1) = 2.88, p = .09) and “understanding the game” (χ²(1) = 1.19, p = .28). 3.4 Conclusions quantitative experiment The search time analyses revealed that the field display led to significantly slower responses than the list display. We expected that the field display would be slower than the list display overall, but we did not expect that this was also the case when participants had to answer questions that inquired temporal aspects of the games. No advantage of the field display’s visualization of time was found in the search times—on the contrary, the field display is slower than the list display. We also compared search times for the two displays for questions that required an inference to be made (e.g., “which player scored the winning goal?”) and that required multiple information elements to be compared (e.g., “which team had the most shots on goal?”). We found that the field display is slower than the list display for answering questions that require inferences (Kessell & Tversky 2011; Tversky 2001; Tversky 2011a). But concerning questions that required information elements to be compared, no significant difference in search time was found. Looking at appreciation and preferences, our (tentative) expectations were supported by the data. The list display was found to be more useful, clear, and complete than the field display. The field display was only preferred over the list display when it came to watching the information for fun and for seeing the development of the match. This latter preference contrasts with the findings from the search time analysis: after using the displays, participants indicated that they appreciate the 141 H. Westerbeek, M. van Amelsvoort, A. Maes & M. Swerts • Effects of cognitive design principles visualization of temporal information in the field display, yet they do not seem to take advantage of it in terms of efficiency. 4. General discussion In this study, we have compared two real-world informationally equivalent displays of soccer stats (Figures 1 and 2) to address the more general question of how data should be visually displayed. We have compared the displays in a qualitative analysis and in a large-scale quantitative user evaluation to examine the assumption that cognitively natural design-meaning mapping in an information display is beneficial for users. The results of the qualitative analysis, summarized in Tables 1 and 2, show that the displays differ in terms of the number of design-meaning mappings they employ and that having more of such mappings increases the risk of using the same visual variable for different meanings. Also, some mappings do not apply to all information elements. To test whether these differences between the displays have repercussions for the efficiency and appeal of the displays when they are actually used, we conducted a large-scale quantitative user evaluation of the displays to measure performance (search times) and preferences of the users. The quantitative evaluation showed that the more richly designed (and, as a consequence, inconsistent) field-based display (Figure 1) led to slower search times than the list display (Figure 2) when users were asked to find information and answer questions about soccer games. This is largely in line with our expectations since our analysis of the displays yielded the observation that the field display’s performance may be compromised as a result of having inconsistencies and ambiguity in design-meaning mappings. This also led to the field display being slower for answering questions that required inferences to be made. However, for questions 142 idj 21(2), 2014, 129–145 concerning temporal aspects of the soccer games, we expected the opposite. Because the field display visualizes time on a clock, which is an arguably very natural design-meaning mapping, we expected that the field display would be faster for such questions. However, this turned out to be reversed, and even for these questions, the field display was the slower of the two. The experiment also pointed out that users mostly preferred the list display over the field display, except when they want to see the development of the game or when they want to see the stats for fun. Because of the large number of participants in this evaluation (539), we not only have high statistical power, but we can also generalize over different cognitive styles, age groups, and levels of expertise. Our findings challenge the view that natural mappings of design features to meaning in information displays always improve the effectiveness of a display by making it more efficient and more fun to use (Kosslyn 2006; Hegarty 2011; Tversky 2011a). Natural mappings are useful, but we have seen that too many of these mappings may in fact be detrimental for performance and preference. For example, the field display is “more designed” but is also less efficient to use and not always preferred over the simpler list display. So stacking simple design principles into one design may counterfeit the efficiency entailed by the individual principles. This also raises some interesting new research questions, which concern both the efficiency of information designs and preferences of users for such designs. Our findings on efficiency suggest that there may be some kind of a threshold in design choices: when some number of natural mappings used to define information elements is exceeded, a design can become less efficient (i.e., users find information less quickly). In the displays that we compared, we found that one information element is defined by multiple visual variables, that there may be inconsistencies in how these multiple H. Westerbeek, M. van Amelsvoort, A. Maes & M. Swerts • Effects of cognitive design principles visual variables define the element, and that analogies in a design may be misleading. To disentangle these potential causes for a rich design to become less efficient, experiments can be carried out that take performance measures while systematically varying the number of visual variables, consistency, and analogies in a design. Can the differences in search times between the two displays also be ascribed to the possibility that the list display may be more conventional as a display of soccer stats than the field display is? Users of information displays apply knowledge of display conventions (i.e., display schema’s; Hegarty 2011: 454) when interpreting an information display. So if the list display adheres to these display schema’s where the field display does not, this may greatly affect search times to the benefit of the list display. We have looked into this by studying whether the search times that we report may fluctuate as a factor of a user’s familiarity with soccer and soccer stats. We did ask participants in the quantitative analysis whether they liked soccer and whether they were familiar with soccer stats. However, we could not find reliable interaction effects between liking soccer (stats) and the display that was used on search times or preferences. Future research can address the question as to what extent knowledge of particular visualization styles plays a role in assessing the effectiveness of information displays. We have found that a more richly designed information display is often not preferred over a simpler display by users, but our data do not allow us to see which aspects of the displays drive these judgments. Again, further experiments are warranted that disentangle the effects of different aspects of information designs (e.g., inconsistency, analogy) on user preferences. Additionally, participants in our study expressed preferences after having used both displays to find information about soccer games, such that they can be compared on the same merit. However, it may also be interesting to compare these judgments to preferences of people who idj 21(2), 2014, 129–145 have not (yet) used the designs since intuitions about visual representations may not always be in line with actual efficiency (Smallman & Cook 2011). 4.1 Implications for design Mapping decisions on the color, size, form, and location of information to meaning in a natural or compatible way is a well-known adagium in the design literature (Agrawala et al. 2011; Vande Moere & Purchase 2011). However, our case study we shows that a design that contains many of such natural mappings is not a better design by definition. Efficiency and users’ preferences were compromised by the richness of the design in terms of the number of such design-meaning mappings employed. This can be regarded as an argument in favor of more minimalistic design: using fewer visual variables in a design can make the design more efficient and more likable. But it may be even more important to keep an eye on the consistency of design-meaning mappings. When many different design features are used to define information elements on different levels of precision (e.g., grouping, ordering), the risk of being inconsistent in these mappings increases. A design that contains many mappings, but is inconsistent, may not necessarily lead to users finding the design more efficient and more preferred. Proposing a redesign for the information displays that we analyzed and evaluated lies outside the scope of the current research. However, our work does allow us to recommend some more general guidelines for information design, related to our findings concerning the number of design-meaning mappings employed and potential inconsistencies in design-meaning mapping. The first guideline we formulate is to avoid stacking visual variables in an information display. Our analyses and evaluation suggest that when multiple visual 143 H. Westerbeek, M. van Amelsvoort, A. Maes & M. Swerts • Effects of cognitive design principles variables are used to assign meaning to an information element, efficiency of the information display may be compromised. A rule-of-thumb may be not to use more than two visual variables (e.g, color, size, location, form) to define an information element. This guideline is advised to be used in correspondence with a second recommendation: Avoid inconsistent design-meaning mappings. When a visual variable (e.g,. color, size, and position) is used to assign meaning to an information element (e.g., on a nominal or ordinal level), choose these design-meaning mappings in concordance with other mappings in the same display. Although applying these guidelines to the field-based display discussed in this paper probably leads to a more efficient display (and better user evaluations), future experimental research is needed to address the scope of these guidelines and to investigate their generalizability. Acknowledgements We thank Annemarie Quispel and Lisanne van Weelden for fruitful discussions on this research and helpful comments on earlier versions of this manuscript. Submission date: 8/22/14 Accepted date: 1/12/15 References References Agrawala, M., Li, W., & Berthouzoz, F. (2011). Design principles for visual communication. Communications of the ACM, 54(4), 607–69. DOI: 10.1145/1924421.1924439 Bertin, J. (1981). Graphics and graphic-information-processing. New York: Walter de Gruyter. DOI: 10.1515/9783110854688 British Broadcasting Corporation. (2010). Netherlands – Brazil. BBC Sport World Cup 2010. 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On the role of design in information visualization. Information Visualization, 10(4), 356–371. DOI: 10.1177/1473871611415996 Zacks, J., & Tversky, B. (1999). Bars and lines: A study of graphic communication. Memory and Cognition, 27, 1073–1079. DOI: 10.3758/BF03201236 Zhang, J., & Norman, D.A. (1994). Representations in distributed cognitive tasks. Cognitive Science, 18, 87–122. DOI: 10.1207/ s15516709cog1801_3 About the authors Hans Westerbeek is a PhD Candidate at the Tilburg center for Cognition and Communica­ tion (Tilburg University). His multidisciplinary research focuses on perceptual aspects of information design, language production, navigation, memory, and learning. idj 21(2), 2014, 129–145 Marije van Amelsvoort (PhD 2006) is an assistant professor at the Department of Communication and Information Sciences (Tilburg University). Her research is aimed at understanding learning with visualizations, argumentation, and computer-supported (collaborative) learning. Alfons Maes (PhD 1991) is a full Professor and Head of the Department of Communication and Information Sciences (Tilburg University). His work includes research on multimodal aspects of human communication with studies on visual metaphor, visual and linguistic saliency, gesture, visual health communication, and multimodal navigation communication. Marc Swerts (PhD 1994) is a full professor at the Department of Communication and Information Sciences of Tilburg University. His research is concerned with the use and function of prosody and nonverbal features in human-human and humanmachine interactions. Email: h.g.w.westerbeek@tilburguniversity.edu 145